Learn to Let Go: How Success Killed Duke Nukem: http://www.wired.com/magazin...
"Broussard simply couldn’t tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay. He didn’t just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had. But because the technology kept getting better, Broussard was on a treadmill. He’d see a new game with a flashy graphics technique and demand the effect be incorporated into Duke Nukem Forever. " - Graham Sergeant
That's really interesting that they were honestly in the last mile (FINALLY) when the money dried up. Too bad. It sucks that the rampant lack of discipline killed what could have been as generation-defining a sequel as the first DN. - Chieze Okoye
They were in a "honestly in that last mile" state of mind for a long time... that's how they kept enticing publishers to swoop into the fray. Gameplay complexity is exponential because of decision trees and often with game production the last 10% is actually the last 90. Closing out a game is always the work of a ruthless axeman hacking at branches not a loving gardener caring for growth. - Graham Sergeant
That point is well taken, but I was referring to the real mindset change that Broussard had when he realized that he had to get it out the door, and the new hires that they brought in that were (again FINALLY) like "no, we can't add that feature. No new features. Stop asking for new features. Oh look, you have a pretty close to finished game, 1 year of hard work and it'll be done. No, seriously, stop asking for new features." - Chieze Okoye